scummvm/engines/xeen/dialogs/dialogs_spells.cpp
2021-12-26 18:48:43 +01:00

1065 lines
30 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "xeen/dialogs/dialogs_spells.h"
#include "xeen/dialogs/dialogs_input.h"
#include "xeen/dialogs/dialogs_query.h"
#include "xeen/resources.h"
#include "xeen/spells.h"
#include "xeen/sprites.h"
#include "xeen/xeen.h"
namespace Xeen {
Character *SpellsDialog::show(XeenEngine *vm, ButtonContainer *priorDialog,
Character *c, SpellDialogMode mode) {
SpellsDialog *dlg = new SpellsDialog(vm);
Character *result = dlg->execute(priorDialog, c, mode);
delete dlg;
return result;
}
Character *SpellsDialog::execute(ButtonContainer *priorDialog, Character *c, int mode) {
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Party &party = *_vm->_party;
Sound &sound = *_vm->_sound;
Spells &spells = *_vm->_spells;
Windows &windows = *_vm->_windows;
Window &w = windows[25];
int ccNum = _vm->_files->_ccNum;
loadButtons();
loadStrings("spldesc.bin");
int modeCopy = mode;
mode &= 0x7f;
int selection = -1;
int topIndex = 0;
int newSelection;
w.open();
do {
if (!mode) {
if (!c->guildMember()) {
sound.stopSound();
intf._overallFrame = 5;
sound.playSound(ccNum ? "skull1.voc" : "guild11.voc", 1);
break;
}
Common::String title = Common::String::format(Res.BUY_SPELLS, c->_name.c_str());
Common::String msg = Common::String::format(Res.GUILD_OPTIONS,
title.c_str(), XeenEngine::printMil(party._gold).c_str());
windows[10].writeString(msg);
priorDialog->drawButtons(&windows[10]);
}
_spells.clear();
const char *errorMsg = setSpellText(c, modeCopy);
w.writeString(Common::String::format(Res.SPELLS_FOR,
errorMsg == nullptr ? Res.SPELL_LINES_0_TO_9 : "",
c->_name.c_str()));
// Setup and write out spell list
const char *names[10];
int colors[10];
Common::String emptyStr = "";
Common::fill(&names[0], &names[10], emptyStr.c_str());
Common::fill(&colors[0], &colors[10], 9);
for (int idx = 0; idx < 10; ++idx) {
if ((topIndex + idx) < (int)_spells.size()) {
names[idx] = _spells[topIndex + idx]._name.c_str();
colors[idx] = _spells[topIndex + idx]._color;
}
}
if (selection >= topIndex && selection < (topIndex + 10))
colors[selection - topIndex] = 15;
if (_spells.size() == 0)
names[0] = errorMsg;
windows[37].writeString(Common::String::format(Res.SPELLS_DIALOG_SPELLS,
colors[0], names[0], colors[1], names[1], colors[2], names[2],
colors[3], names[3], colors[4], names[4], colors[5], names[5],
colors[6], names[6], colors[7], names[7], colors[8], names[8],
colors[9], names[9],
mode ? Res.SPELL_PTS : Res.GOLD,
mode ? c->_currentSp : party._gold
));
_scrollSprites.draw(0, 4, Common::Point(39, 26));
_scrollSprites.draw(0, 0, Common::Point(187, 26));
_scrollSprites.draw(0, 2, Common::Point(187, 111));
if (mode)
_scrollSprites.draw(w, 5, Common::Point(132, 123));
w.update();
_buttonValue = 0;
do {
events.pollEventsAndWait();
checkEvents(_vm);
} while (!_vm->shouldExit() && !_buttonValue);
switch (_buttonValue) {
case Common::KEYCODE_F1:
case Common::KEYCODE_F2:
case Common::KEYCODE_F3:
case Common::KEYCODE_F4:
case Common::KEYCODE_F5:
case Common::KEYCODE_F6:
if (_vm->_mode != MODE_COMBAT) {
_buttonValue -= Common::KEYCODE_F1;
if (_buttonValue < (int)party._activeParty.size()) {
c = &party._activeParty[_buttonValue];
spells._lastCaster = _buttonValue;
intf.highlightChar(_buttonValue);
if (_vm->_mode == MODE_INTERACTIVE7) {
windows[10].writeString(Common::String::format(Res.GUILD_OPTIONS,
XeenEngine::printMil(party._gold).c_str(), Res.GUILD_TEXT, c->_name.c_str()));
} else {
SpellsCategory category = c->getSpellsCategory();
int spellIndex = (c->_currentSpell == -1) ? SPELLS_PER_CLASS : c->_currentSpell;
int spellId = (category == SPELLCAT_INVALID) ? NO_SPELL : Res.SPELLS_ALLOWED[category][spellIndex];
windows[10].writeString(Common::String::format(Res.CAST_SPELL_DETAILS,
c->_name.c_str(), spells._spellNames[spellId].c_str(),
spells.calcSpellPoints(spellId, c->getCurrentLevel()),
Res.SPELL_GEM_COST[spellId], c->_currentSp));
}
if (priorDialog != nullptr)
priorDialog->drawButtons(&windows[0]);
windows[10].update();
}
}
break;
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_s:
if (selection != -1)
_buttonValue = Common::KEYCODE_ESCAPE;
break;
case Common::KEYCODE_ESCAPE:
selection = -1;
_buttonValue = Common::KEYCODE_ESCAPE;
break;
case Common::KEYCODE_0:
case Common::KEYCODE_1:
case Common::KEYCODE_2:
case Common::KEYCODE_3:
case Common::KEYCODE_4:
case Common::KEYCODE_5:
case Common::KEYCODE_6:
case Common::KEYCODE_7:
case Common::KEYCODE_8:
case Common::KEYCODE_9:
newSelection = topIndex + ((_buttonValue == Common::KEYCODE_0) ? 9 :
(_buttonValue - Common::KEYCODE_1));
if (newSelection < (int)_spells.size()) {
SpellsCategory category = c->getSpellsCategory();
int expenseFactor = c->getSpellsExpenseFactor();
int spellIndex = _spells[newSelection]._spellIndex;
int spellId = Res.SPELLS_ALLOWED[category][spellIndex];
int spellCost = spells.calcSpellCost(spellId, expenseFactor);
if (mode) {
// Casting
selection = newSelection;
} else {
// Guild spells dialog: Spells Info or Buy
const Common::String &spellName = spells._spellNames[spellId];
const Common::String &spellDesc = _textStrings[spellId];
Common::String msg = (modeCopy & 0x80) ?
Common::String::format(Res.SPELL_INFO, spellName.c_str(), spellDesc.c_str()) :
Common::String::format(Res.SPELL_PURCHASE, spellDesc.c_str(), spellName.c_str(), spellCost);
if (Confirm::show(_vm, msg, modeCopy + 1)) {
if (party.subtract(CONS_GOLD, spellCost, WHERE_PARTY, WT_FREEZE_WAIT)) {
c->_spells[spellIndex] = true;
sound.stopSound();
intf._overallFrame = 0;
sound.playSound(ccNum ? "parrot2.voc" : "guild12.voc", 1);
} else {
sound.playFX(21);
}
}
}
}
break;
case Common::KEYCODE_PAGEUP:
case Common::KEYCODE_KP9:
topIndex = MAX((int)topIndex - 10, 0);
break;
case Common::KEYCODE_PAGEDOWN:
case Common::KEYCODE_KP3:
topIndex = MIN(topIndex + 10, (((int)_spells.size() - 1) / 10) * 10);
break;
case Common::KEYCODE_UP:
case Common::KEYCODE_KP8:
if (topIndex > 0)
--topIndex;
break;
case Common::KEYCODE_DOWN:
case Common::KEYCODE_KP2:
if (topIndex < ((int)_spells.size() - 10))
++topIndex;
break;
default:
break;
}
} while (!_vm->shouldExit() && _buttonValue != Common::KEYCODE_ESCAPE);
w.close();
if (_vm->shouldExit())
selection = -1;
if (mode && selection != -1)
c->_currentSpell = _spells[selection]._spellIndex;
return c;
}
void SpellsDialog::loadButtons() {
_iconSprites.load("main.icn");
_scrollSprites.load("scroll.icn");
addButton(Common::Rect(187, 26, 198, 36), Common::KEYCODE_UP, &_scrollSprites);
addButton(Common::Rect(187, 111, 198, 121), Common::KEYCODE_DOWN, &_scrollSprites);
addButton(Common::Rect(40, 28, 187, 36), Common::KEYCODE_1);
addButton(Common::Rect(40, 37, 187, 45), Common::KEYCODE_2);
addButton(Common::Rect(40, 46, 187, 54), Common::KEYCODE_3);
addButton(Common::Rect(40, 55, 187, 63), Common::KEYCODE_4);
addButton(Common::Rect(40, 64, 187, 72), Common::KEYCODE_5);
addButton(Common::Rect(40, 73, 187, 81), Common::KEYCODE_6);
addButton(Common::Rect(40, 82, 187, 90), Common::KEYCODE_7);
addButton(Common::Rect(40, 91, 187, 99), Common::KEYCODE_8);
addButton(Common::Rect(40, 100, 187, 108), Common::KEYCODE_9);
addButton(Common::Rect(40, 109, 187, 117), Common::KEYCODE_0);
addButton(Common::Rect(174, 123, 198, 133), Common::KEYCODE_ESCAPE);
addButton(Common::Rect(187, 35, 198, 73), Common::KEYCODE_PAGEUP);
addButton(Common::Rect(187, 74, 198, 112), Common::KEYCODE_PAGEDOWN);
addButton(Common::Rect(132, 123, 168, 133), Common::KEYCODE_s);
addPartyButtons(_vm);
}
const char *SpellsDialog::setSpellText(Character *c, int mode) {
Party &party = *_vm->_party;
Spells &spells = *_vm->_spells;
int ccNum = _vm->_files->_ccNum;
int currLevel = c->getCurrentLevel();
SpellsCategory category = c->getSpellsCategory();
int expenseFactor = c->getSpellsExpenseFactor();
if ((mode & 0x7f) == 0) {
if (category != SPELLCAT_INVALID) {
if (_vm->getGameID() == GType_Swords && party._mazeId == 49) {
for (int spellId = 0; spellId < 10; ++spellId) {
int idx = 0;
while (idx < SPELLS_PER_CLASS && Res.SPELLS_ALLOWED[category][idx] !=
Res.DARK_SPELL_OFFSETS[category][spellId])
++idx;
if (idx < SPELLS_PER_CLASS) {
if (!c->_spells[idx] || (mode & 0x80)) {
int cost = spells.calcSpellCost(Res.SPELLS_ALLOWED[category][idx], expenseFactor);
_spells.push_back(SpellEntry(Common::String::format("\x3l%s\x3r\x9""000%u",
spells._spellNames[Res.SPELLS_ALLOWED[category][idx]].c_str(), cost),
idx, spellId));
}
}
}
} else if (party._mazeId == 49 || party._mazeId == 37) {
for (uint spellId = 0; spellId < TOTAL_SPELLS; ++spellId) {
int idx = 0;
while (idx < SPELLS_PER_CLASS && Res.SPELLS_ALLOWED[category][idx] != (int)spellId)
++idx;
// Handling if the spell is appropriate for the character's class
if (idx < SPELLS_PER_CLASS) {
if (!c->_spells[idx] || (mode & 0x80)) {
int cost = spells.calcSpellCost(Res.SPELLS_ALLOWED[category][idx], expenseFactor);
_spells.push_back(SpellEntry(Common::String::format("\x3l%s\x3r\x9""000%u",
spells._spellNames[Res.SPELLS_ALLOWED[category][idx]].c_str(), cost),
idx, spellId));
}
}
}
} else if (ccNum) {
const int *RANGE;
if (_vm->getGameID() == GType_Swords) {
// Set subset of spells to sell in each Swords of Xeen guild
int groupIndex;
switch (party._mazeId) {
case 92:
groupIndex = 1;
break;
case 63:
groupIndex = 2;
break;
case 53:
default:
groupIndex = 0;
break;
}
RANGE = Res.SWORDS_SPELL_RANGES[category * 4 + groupIndex];
} else {
int groupIndex = (party._mazeId - 29) / 2;
RANGE = Res.DARK_SPELL_RANGES[category * 4 + groupIndex];
}
for (int spellId = RANGE[0]; spellId < RANGE[1]; ++spellId) {
int idx = 0;
while (idx < SPELLS_PER_CLASS && Res.SPELLS_ALLOWED[category][idx] !=
Res.DARK_SPELL_OFFSETS[category][spellId])
++idx;
if (idx < SPELLS_PER_CLASS) {
if (!c->_spells[idx] || (mode & 0x80)) {
int cost = spells.calcSpellCost(Res.SPELLS_ALLOWED[category][idx], expenseFactor);
_spells.push_back(SpellEntry(Common::String::format("\x3l%s\x3r\x9""000%u",
spells._spellNames[Res.SPELLS_ALLOWED[category][idx]].c_str(), cost),
idx, spellId));
}
}
}
} else {
for (int spellId = 0; spellId < 20; ++spellId) {
int idx = 0;
while (idx < SPELLS_PER_CLASS && Res.CLOUDS_GUILD_SPELLS[party._mazeId - 28][spellId] !=
(int)Res.SPELLS_ALLOWED[category][idx])
++idx;
if (idx < SPELLS_PER_CLASS) {
if (!c->_spells[idx] || (mode & 0x80)) {
int cost = spells.calcSpellCost(Res.SPELLS_ALLOWED[category][idx], expenseFactor);
_spells.push_back(SpellEntry(Common::String::format("\x3l%s\x3r\x9""000%u",
spells._spellNames[Res.SPELLS_ALLOWED[category][idx]].c_str(), cost),
idx, spellId));
}
}
}
}
}
if (c->getMaxSP() == 0)
return Res.NOT_A_SPELL_CASTER;
} else if ((mode & 0x7f) == 1) {
if (c->getMaxSP() == 0) {
return Res.NOT_A_SPELL_CASTER;
} else {
// Debug cheat "open all spells"
//for (int spellIndex = 0; spellIndex < SPELLS_PER_CLASS; ++spellIndex){
// c->_spells[spellIndex] = true;
//}
for (int spellIndex = 0; spellIndex < SPELLS_PER_CLASS; ++spellIndex) {
if (c->_spells[spellIndex]) {
int spellId = Res.SPELLS_ALLOWED[category][spellIndex];
int gemCost = Res.SPELL_GEM_COST[spellId];
int spCost = spells.calcSpellPoints(spellId, currLevel);
Common::String msg = Common::String::format("\x3l%s\x3r\x9""000%u/%u",
spells._spellNames[spellId].c_str(), spCost, gemCost);
_spells.push_back(SpellEntry(msg, spellIndex, spellId));
}
}
}
}
return _spells.empty() ? Res.SPELLS_LEARNED_ALL : nullptr;
}
/*------------------------------------------------------------------------*/
CastSpell::CastSpell(XeenEngine *vm) : ButtonContainer(vm) {
Windows &windows = *_vm->_windows;
_oldMode = _vm->_mode;
_vm->_mode = MODE_3;
windows[10].open();
loadButtons();
}
CastSpell::~CastSpell() {
Interface &intf = *_vm->_interface;
Windows &windows = *_vm->_windows;
windows[10].close();
intf.unhighlightChar();
_vm->_mode = (Mode)_oldMode;
}
int CastSpell::show(XeenEngine *vm) {
Combat &combat = *vm->_combat;
Interface &intf = *vm->_interface;
Party &party = *vm->_party;
Spells &spells = *vm->_spells;
int result = 0, spellId = 0;
int charNum;
// Get which character is doing the casting
if (vm->_mode == MODE_COMBAT) {
charNum = combat._whosTurn;
} else if (spells._lastCaster >= 0 && spells._lastCaster < (int)party._activeParty.size()) {
charNum = spells._lastCaster;
} else {
for (charNum = (int)party._activeParty.size() - 1; charNum >= 0; --charNum) {
if (party._activeParty[charNum]._hasSpells) {
spells._lastCaster = charNum;
break;
}
}
}
// Highlight the character
Character *c = &party._activeParty[charNum];
intf.highlightChar(c);
CastSpell *dlg = new CastSpell(vm);
do {
spellId = dlg->execute(c);
if (g_vm->shouldExit() || spellId == -1) {
result = -1;
break;
} else {
result = spells.castSpell(c, (MagicSpell)spellId);
}
} while (result == -1);
delete dlg;
return result;
}
int CastSpell::execute(Character *&c) {
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Party &party = *_vm->_party;
Spells &spells = *_vm->_spells;
Windows &windows = *_vm->_windows;
Window &w = windows[10];
int spellId = -1;
bool redrawFlag = true;
do {
if (redrawFlag) {
SpellsCategory category = c->getSpellsCategory();
int spellIndex = c->_currentSpell != -1 ? c->_currentSpell : 39;
spellId = (category == SPELLCAT_INVALID) ? NO_SPELL : Res.SPELLS_ALLOWED[category][spellIndex];
int gemCost = Res.SPELL_GEM_COST[spellId];
int spCost = spells.calcSpellPoints(spellId, c->getCurrentLevel());
w.writeString(Common::String::format(Res.CAST_SPELL_DETAILS,
c->_name.c_str(), spells._spellNames[spellId].c_str(),
spCost, gemCost, c->_currentSp));
drawButtons(&windows[0]);
w.update();
redrawFlag = false;
}
events.updateGameCounter();
intf.draw3d(true);
// Wait for event or time expiry
do {
events.pollEventsAndWait();
checkEvents(_vm);
} while (!_vm->shouldExit() && events.timeElapsed() < 1 && !_buttonValue);
if (Common::KEYCODE_F1 == _buttonValue ||
Common::KEYCODE_F2 == _buttonValue ||
Common::KEYCODE_F3 == _buttonValue ||
Common::KEYCODE_F4 == _buttonValue ||
Common::KEYCODE_F5 == _buttonValue ||
Common::KEYCODE_F6 == _buttonValue) {
// Only allow changing character if the party is not in combat
if (_oldMode != MODE_COMBAT) {
_vm->_mode = (Mode)_oldMode;
_buttonValue -= Common::KEYCODE_F1;
if (_buttonValue < (int)party._activeParty.size()) {
c = &party._activeParty[_buttonValue];
intf.highlightChar(_buttonValue);
spells._lastCaster = _buttonValue;
redrawFlag = true;
}
}
} else if (Common::KEYCODE_ESCAPE == _buttonValue) {
spellId = -1;
} else if (Res.KeyConstants.DialogsSpells.KEY_CAST == _buttonValue) {
// Cast spell - return the selected spell Id to be cast
if (c->_currentSpell != -1 && !c->noActions())
_buttonValue = Common::KEYCODE_ESCAPE;
} else if (Res.KeyConstants.DialogsSpells.KEY_NEW == _buttonValue) {
// Select new spell
_vm->_mode = (Mode)_oldMode;
c = SpellsDialog::show(_vm, this, c, SPELLS_DIALOG_SELECT);
redrawFlag = true;
}
} while (!_vm->shouldExit() && _buttonValue != Common::KEYCODE_ESCAPE);
if (_vm->shouldExit())
spellId = -1;
return spellId;
}
void CastSpell::loadButtons() {
_iconSprites.load("cast.icn");
addButton(Common::Rect(234, 108, 259, 128), Res.KeyConstants.DialogsSpells.KEY_CAST, &_iconSprites);
addButton(Common::Rect(261, 108, 285, 128), Res.KeyConstants.DialogsSpells.KEY_NEW, &_iconSprites);
addButton(Common::Rect(288, 108, 312, 128), Common::KEYCODE_ESCAPE, &_iconSprites);
addPartyButtons(_vm);
}
/*------------------------------------------------------------------------*/
Character *SpellOnWho::show(XeenEngine *vm, int spellId) {
SpellOnWho *dlg = new SpellOnWho(vm);
int result = dlg->execute(spellId);
delete dlg;
if (result == -1)
return nullptr;
Combat &combat = *vm->_combat;
Party &party = *vm->_party;
return combat._combatMode == 2 ? combat._combatParty[result] :
&party._activeParty[result];
}
int SpellOnWho::execute(int spellId) {
Combat &combat = *_vm->_combat;
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Party &party = *_vm->_party;
Spells &spells = *_vm->_spells;
Windows &windows = *_vm->_windows;
Window &w = windows[16];
Mode oldMode = _vm->_mode;
_vm->_mode = MODE_3;
int result = 999;
w.open();
w.writeString(Res.ON_WHO);
w.update();
addPartyButtons(_vm);
while (result == 999) {
do {
events.updateGameCounter();
intf.draw3d(true);
do {
events.pollEventsAndWait();
if (_vm->shouldExit())
return -1;
checkEvents(_vm);
} while (!_buttonValue && events.timeElapsed() < 1);
} while (!_buttonValue);
switch (_buttonValue) {
case Common::KEYCODE_ESCAPE:
result = -1;
spells.addSpellCost(*combat._oldCharacter, spellId);
break;
case Common::KEYCODE_F1:
case Common::KEYCODE_F2:
case Common::KEYCODE_F3:
case Common::KEYCODE_F4:
case Common::KEYCODE_F5:
case Common::KEYCODE_F6:
_buttonValue -= Common::KEYCODE_F1;
if (_buttonValue < (int)(combat._combatMode == 2 ? combat._combatParty.size() :
party._activeParty.size())) {
result = _buttonValue;
}
break;
default:
break;
}
}
w.close();
_vm->_mode = oldMode;
return result;
}
/*------------------------------------------------------------------------*/
int SelectElement::show(XeenEngine *vm, int spellId) {
SelectElement *dlg = new SelectElement(vm);
int result = dlg->execute(spellId);
delete dlg;
return result;
}
int SelectElement::execute(int spellId) {
Combat &combat = *_vm->_combat;
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Spells &spells = *_vm->_spells;
Windows &windows = *_vm->_windows;
Window &w = windows[15];
Mode oldMode = _vm->_mode;
_vm->_mode = MODE_3;
int result = 999;
loadButtons();
w.open();
w.writeString(Res.WHICH_ELEMENT1);
drawButtons(&windows[0]);
w.update();
while (result == 999) {
do {
events.updateGameCounter();
intf.draw3d(true, false);
w.frame();
w.writeString(Res.WHICH_ELEMENT2);
drawButtons(&windows[0]);
w.update();
do {
events.pollEventsAndWait();
if (_vm->shouldExit())
return -1;
checkEvents(_vm);
} while (!_buttonValue && events.timeElapsed() < 1);
} while (!_buttonValue);
if (Common::KEYCODE_ESCAPE == _buttonValue) {
result = -1;
spells.addSpellCost(*combat._oldCharacter, spellId);
} else if (Res.KeyConstants.DialogsSpells.KEY_ACID == _buttonValue) {
result = DT_POISON;
} else if (Res.KeyConstants.DialogsSpells.KEY_COLD == _buttonValue) {
result = DT_COLD;
} else if (Res.KeyConstants.DialogsSpells.KEY_ELEC == _buttonValue) {
result = DT_ELECTRICAL;
} else if (Res.KeyConstants.DialogsSpells.KEY_FIRE == _buttonValue) {
result = DT_FIRE;
}
}
w.close();
_vm->_mode = oldMode;
return result;
}
void SelectElement::loadButtons() {
_iconSprites.load("element.icn");
addButton(Common::Rect(60, 92, 84, 112), Res.KeyConstants.DialogsSpells.KEY_FIRE, &_iconSprites);
addButton(Common::Rect(90, 92, 114, 112), Res.KeyConstants.DialogsSpells.KEY_ELEC, &_iconSprites);
addButton(Common::Rect(120, 92, 144, 112), Res.KeyConstants.DialogsSpells.KEY_COLD, &_iconSprites);
addButton(Common::Rect(150, 92, 174, 112), Res.KeyConstants.DialogsSpells.KEY_ACID, &_iconSprites);
}
/*------------------------------------------------------------------------*/
void NotWhileEngaged::show(XeenEngine *vm, int spellId) {
NotWhileEngaged *dlg = new NotWhileEngaged(vm);
dlg->execute(spellId);
delete dlg;
}
void NotWhileEngaged::execute(int spellId) {
EventsManager &events = *_vm->_events;
Spells &spells = *_vm->_spells;
Windows &windows = *_vm->_windows;
Window &w = windows[6];
Mode oldMode = _vm->_mode;
_vm->_mode = MODE_3;
w.open();
w.writeString(Common::String::format(Res.CANT_CAST_WHILE_ENGAGED,
spells._spellNames[spellId].c_str()));
w.update();
while (!_vm->shouldExit() && !events.isKeyMousePressed())
events.pollEventsAndWait();
events.clearEvents();
w.close();
_vm->_mode = oldMode;
}
/*------------------------------------------------------------------------*/
bool LloydsBeacon::show(XeenEngine *vm) {
LloydsBeacon *dlg = new LloydsBeacon(vm);
bool result = dlg->execute();
delete dlg;
return result;
}
bool LloydsBeacon::execute() {
Combat &combat = *_vm->_combat;
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
Sound &sound = *_vm->_sound;
Windows &windows = *_vm->_windows;
Window &w = windows[10];
int ccNum = _vm->_files->_ccNum;
Character &c = *combat._oldCharacter;
loadButtons();
if (!c._lloydMap) {
// No destination previously set, so have a default ready
if (ccNum) {
c._lloydSide = 1;
c._lloydPosition = Common::Point(25, 21);
c._lloydMap = 29;
} else {
c._lloydSide = 0;
c._lloydPosition = Common::Point(18, 4);
c._lloydMap = 28;
}
}
// Get the destination map name
Common::String mapName = Map::getMazeName(c._lloydMap, c._lloydSide);
// Display the dialog
w.open();
w.writeString(Common::String::format(Res.LLOYDS_BEACON, mapName.c_str(),
c._lloydPosition.x, c._lloydPosition.y));
drawButtons(&w);
w.update();
bool result = true;
do {
do {
events.updateGameCounter();
intf.draw3d(true);
do {
events.pollEventsAndWait();
if (_vm->shouldExit())
return true;
checkEvents(_vm);
} while (!_buttonValue && events.timeElapsed() < 1);
} while (!_buttonValue);
if (Res.KeyConstants.DialogsSpells.KEY_RETURN == _buttonValue) {
if (!ccNum && c._lloydMap >= XEEN_CASTLE1 && c._lloydMap <= XEEN_CASTLE4 && party._cloudsCompleted) {
// Xeen's Castle has already been destroyed
result = false;
} else {
sound.playFX(51);
if (c._lloydMap != party._mazeId || c._lloydSide != ccNum) {
map._loadCcNum = c._lloydSide;
map.load(c._lloydMap);
}
party._mazePosition = c._lloydPosition;
}
_buttonValue = Common::KEYCODE_ESCAPE;
} else if (Res.KeyConstants.DialogsSpells.KEY_SET == _buttonValue ||
Common::KEYCODE_s == _buttonValue) {
sound.playFX(20);
c._lloydMap = party._mazeId;
c._lloydPosition = party._mazePosition;
c._lloydSide = ccNum;
_buttonValue = Common::KEYCODE_ESCAPE;
}
} while (_buttonValue != Common::KEYCODE_ESCAPE);
w.close();
return result;
}
void LloydsBeacon::loadButtons() {
_iconSprites.load("lloyds.icn");
addButton(Common::Rect(281, 108, 305, 128), Res.KeyConstants.DialogsSpells.KEY_RETURN, &_iconSprites);
addButton(Common::Rect(242, 108, 266, 128), Res.KeyConstants.DialogsSpells.KEY_SET, &_iconSprites);
}
/*------------------------------------------------------------------------*/
int Teleport::show(XeenEngine *vm) {
Teleport *dlg = new Teleport(vm);
int result = dlg->execute();
delete dlg;
return result;
}
int Teleport::execute() {
Map &map = *_vm->_map;
Party &party = *_vm->_party;
Windows &windows = *_vm->_windows;
Window &w = windows[6];
Common::String num;
w.open();
w.writeString(Common::String::format(Res.HOW_MANY_SQUARES,
Res.DIRECTION_TEXT[party._mazeDirection]));
w.update();
int lineSize = Input::show(_vm, &w, num, 1, 200, true);
w.close();
if (!lineSize)
return -1;
int numSquares = atoi(num.c_str());
Common::Point pt = party._mazePosition;
int v;
switch (party._mazeDirection) {
case DIR_NORTH:
pt.y += numSquares;
break;
case DIR_EAST:
pt.x += numSquares;
break;
case DIR_SOUTH:
pt.y -= numSquares;
break;
case DIR_WEST:
pt.x -= numSquares;
break;
default:
break;
}
v = map.mazeLookup(pt, 0, map._isOutdoors ? 0xF : 0xFFFF);
if ((v != (map._isOutdoors ? 0 : INVALID_CELL)) && (!map._isOutdoors || v != SURFTYPE_DWATER)) {
party._mazePosition = pt;
return 1;
} else {
return 0;
}
}
/*------------------------------------------------------------------------*/
int TownPortal::show(XeenEngine *vm) {
TownPortal *dlg = new TownPortal(vm);
int townNumber = dlg->execute();
delete dlg;
return townNumber;
}
int TownPortal::execute() {
Map &map = *_vm->_map;
Windows &windows = *_vm->_windows;
Window &w = windows[20];
Common::String townNames[5];
Mode oldMode = _vm->_mode;
_vm->_mode = MODE_FF;
w.open();
if (_vm->getGameID() == GType_Swords) {
// Build up a lsit of the names of the towns on the current side of Xeen
for (int idx = 0; idx < 3; ++idx) {
Common::String txtName = Common::String::format("%s%04d.txt", "dark", Res.TOWN_MAP_NUMBERS[2][idx]);
File f(txtName, 1);
townNames[idx] = f.readString();
f.close();
}
w.writeString(Common::String::format(Res.TOWN_PORTAL_SWORDS, townNames[0].c_str(), townNames[1].c_str(),
townNames[2].c_str()));
} else {
// Build up a lsit of the names of the towns on the current side of Xeen
for (int idx = 0; idx < 5; ++idx) {
Common::String txtName = Common::String::format("%s%04d.txt", map._sideTownPortal ? "dark" : "xeen",
Res.TOWN_MAP_NUMBERS[map._sideTownPortal][idx]);
File f(txtName, 1);
townNames[idx] = f.readString();
f.close();
}
w.writeString(Common::String::format(Res.TOWN_PORTAL,
townNames[0].c_str(), townNames[1].c_str(), townNames[2].c_str(),
townNames[3].c_str(), townNames[4].c_str()
));
}
w.update();
// Get the town number
int townNumber;
Common::String num;
do {
int result = Input::show(_vm, &w, num, 1, 160, true);
townNumber = !result ? 0 : atoi(num.c_str());
} while (townNumber > (_vm->getGameID() == GType_Swords ? 3 : 5));
w.close();
_vm->_mode = oldMode;
return townNumber;
}
/*------------------------------------------------------------------------*/
void IdentifyMonster::show(XeenEngine *vm) {
IdentifyMonster *dlg = new IdentifyMonster(vm);
dlg->execute();
delete dlg;
}
void IdentifyMonster::execute() {
Combat &combat = *_vm->_combat;
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Sound &sound = *_vm->_sound;
Windows &windows = *_vm->_windows;
Window &w = windows[17];
Common::String monsterDesc[3];
for (int monIndex = 0; monIndex < 3; ++monIndex) {
if (combat._attackMonsters[monIndex] == -1)
continue;
MazeMonster &monster = map._mobData._monsters[combat._attackMonsters[monIndex]];
MonsterStruct &monsterData = *monster._monsterData;
monsterDesc[monIndex] = Common::String::format(Res.MONSTER_DETAILS,
monsterData._name.c_str(),
_vm->printK2(monster._hp).c_str(),
monsterData._armorClass, monsterData._numberOfAttacks,
Res.MONSTER_SPECIAL_ATTACKS[monsterData._specialAttack]
);
}
sound.playFX(20);
w.open();
w.writeString(Common::String::format(Res.IDENTIFY_MONSTERS,
monsterDesc[0].c_str(), monsterDesc[1].c_str(), monsterDesc[2].c_str()));
w.update();
do {
events.updateGameCounter();
intf.draw3d(false, false);
w.frame();
windows[3].update();
events.wait(1, false);
} while (!events.isKeyMousePressed());
w.close();
}
/*------------------------------------------------------------------------*/
void DetectMonsters::show(XeenEngine *vm) {
DetectMonsters *dlg = new DetectMonsters(vm);
dlg->execute();
delete dlg;
}
void DetectMonsters::execute() {
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
Resources &res = *_vm->_resources;
Sound &sound = *_vm->_sound;
Windows &windows = *_vm->_windows;
Window &w = windows[19];
int ccNum = _vm->_files->_ccNum;
int grid[7][7];
SpriteResource sprites(ccNum ? "detectmn.icn" : "detctmon.icn");
Common::fill(&grid[0][0], &grid[6][7], 0);
w.open();
w.writeString(Res.DETECT_MONSTERS);
sprites.draw(w, 0, Common::Point(243, 80));
for (int yDiff = 3; yDiff >= -3; --yDiff) {
for (int xDiff = -3; xDiff <= 3; ++xDiff) {
for (uint monIndex = 0; monIndex < map._mobData._monsters.size(); ++monIndex) {
MazeMonster &monster = map._mobData._monsters[monIndex];
Common::Point pt = party._mazePosition + Common::Point(xDiff, yDiff);
if (monster._position == pt) {
int &gridEntry = grid[yDiff + 3][xDiff + 3];
if (++gridEntry > 3)
gridEntry = 3;
sprites.draw(w, gridEntry, Common::Point(271 + xDiff * 9, 102 - yDiff * 7));
}
}
}
}
res._globalSprites.draw(w, party._mazeDirection + 1, Common::Point(270, 101));
sound.playFX(20);
w.update();
while (!g_vm->shouldExit() && !events.isKeyMousePressed()) {
events.updateGameCounter();
intf.draw3d(true);
events.wait(1, false);
}
w.close();
}
} // End of namespace Xeen